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How to make an actor not lose his limbs
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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How to make an actor not lose his limbs
I want to make an actor that is unable to lose his limbs, and be pretty much invincible. (Unless smooshed) How do I do that? I've set the limits I see for things like gib wounds to 99999, and his health to 9999 every frame, but that only makes him a flying torso that bleeds oceans after a bunch of hits that can't die unless smooshed. How can I make his limbs not come off?
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Sat Sep 04, 2010 1:40 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: How to make an actor not lose his limbs
Set limb JointStrength to ridiculous. Set limb gibwound limit to ridiculous.
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Sat Sep 04, 2010 1:55 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: How to make an actor not lose his limbs
(If you're wondering why he's called Mr. Boom, it's because he has infinite explosives.) He still loses his limbs! It's not as easy, but if 10 or so grenades blow up right next to him, he loses his limbs! This is my code: Code: AddActor = AHuman CopyOf = Ronin Soldier PresetName = Mr. Boom Description = Dimitri, trained for use in demolitions and popping out of drop crates. Buyable = 1 ScriptPath = BomberMan.rte/Lua/BomberMan.lua Health = 9999 AimDistance = 45 GoldValue = -20 Head = Attachable CopyOf = Ronin Head 3 JointStrength = 999999 GibWoundLimit = 999999 ParentOffset = Vector X = 0 Y = -10 FGArm = Arm CopyOf = Ronin Soldier Arm FG A JointStrength = 999999 GibWoundLimit = 999999 ParentOffset = Vector X = -1 Y = -5 BGArm = Arm CopyOf = Ronin Soldier Arm BG A JointStrength = 999999 GibWoundLimit = 999999 ParentOffset = Vector X = 4 Y = -7 FGLeg = Leg CopyOf = Ronin Soldier Leg FG A JointStrength = 999999 GibWoundLimit = 999999 ParentOffset = Vector X = 1 Y = 1 BGLeg = Leg CopyOf = Ronin Soldier Leg BG A JointStrength = 999999 GibWoundLimit = 999999 ParentOffset = Vector X = 4 Y = 1
Mass = 40 ImpulseDamageThreshold = 999999//1900 GibImpulseLimit = 999999//3000 GibWoundLimit = 999999//9 How can I make him completely not lose his limbs?
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Sat Sep 04, 2010 2:22 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: How to make an actor not lose his limbs
Try JointStiffness = 1. If that doesn't work, try 0. If that doesn't work, take the one that worked better, then make his limbs out of a high bounce material or much heavier.
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Sat Sep 04, 2010 2:24 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: How to make an actor not lose his limbs
Both 0 and 1 made him weaker, and I'm pribably just mess him up if I tried to change the material. He's pretty resilient as is, but is there a way to create new limbs when his old ones do come off?
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Sat Sep 04, 2010 2:41 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: How to make an actor not lose his limbs
Not without replacing the entire actor.
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Sat Sep 04, 2010 2:54 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: How to make an actor not lose his limbs
Lastly, is there a way to check if an actor has a certain limb? I want him to always have grenades, but I'm afraid if he loses his arm, and can't hold a grenade, it'll try to give him a grenade over and over.
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Sun Sep 05, 2010 6:39 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: How to make an actor not lose his limbs
You can check for the presence of limbs with the attachable loopthrough that Mail2345 came up with.
It's not very efficient, though, so you don't want to do it all that often.
Also, limbs (and all other parts of actors) are prone to popping off, regardless of attachment strength, when too many collisions/impacts/etc happen too fast.
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Sun Sep 05, 2010 6:52 pm |
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